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Composition or Inheritance
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CarParts-2 uses both inheritance and composition, the two new tools in your utility belt introduced here and in the previous chapter. A good question no, a great question to ask is, When do I use inheritance, and when do I use composition Inheritance sets up an is a relationship. A triangle is a shape. Slant6 is an engine. AllWeatherRadial is a tire. When you can say, X is a Y, you can use inheritance.
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CHAPTER 5: Composition
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Composition, on the other hand, sets up a has a relationship. A shape has a fill color. A car has an engine, and it has a tire. In contrast, a car is not an engine, and a car is not a tire. When you can say, X has a Y, you should use composition. Programmers new to object-oriented programming often make the mistake of trying to use inheritance for everything, such as having Car inherit from Engine. Inheritance is a fun new toy, but it s not appropriate for every situation. You can create a working program with such a structure, because you can access stuff that makes an engine work from inside the Car code. But it doesn t make sense to people reading the code. A car is an engine Huh So, use inheritance only when it s appropriate. Here s an example of how your thinking might go when designing your data structures: when creating new objects, take some thinking time to figure out when inheritance should be used and when composition should be used. For instance, in designing car stuff, you might think, A car has tires, and an engine, and a transmission. So you d use composition and make instance variables in your Car class for all of those. In other circumstances, you would use inheritance. For instance, you might need the idea of a licensed vehicle, that is, one requires some kind of license before it is legal to use. An automobile, motorcycle, and tractor-trailer rig would all be licensed vehicles. An automobile is a licensed vehicle, and a motorcycle is a licensed vehicle sounds like a good job for inheritance. So you d probably have a LicensedVehicle class that holds things like the municipality and license number (using composition!), sand Automobile, MotorCycle, and so on would inherit from LicensedVehicle.
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Composition, the technique of creating objects that have references to other objects, is a fundamental concept of OOP. For instance, a car object has references to the engine object and four tire objects. During this chapter s discussion of composition, we introduced accessor methods, which provide a way for outside objects to change attributes while keeping the instance variables shielded. Accessor methods and composition go hand in hand, because you usually write accessor methods for each object that s being composed. You also learned about two types of accessor methods: setter methods tell an object what to change an attribute to, and getter methods ask an object for the value of an attribute. In this chapter, you also heard about Cocoa rules for naming accessor methods. In particular, we cautioned you to not use get in the name of accessor methods that return an attribute value. In the next chapter, we ll take a breather from all this fabulous OOP theory so we can look at how to split classes among multiple source files, rather than keeping everything in one big file.
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o far, every project we ve talked about has had all its source code crammed into its main.m file. The main() function and all the @interface and @implementation sections for our classes are piled into the same file. That structure s fine for small programs and quick hacks, but it doesn t scale to larger projects. As your program gets bigger, you ll have a ponderous file to scroll through, making it harder to find stuff. Back in your school days (assuming you re finished with them), you didn t put every term paper into the same word processing document (assuming you had word processors). You kept each paper in its own document, with a descriptive name. Likewise, it s a good idea to split your program s source code into multiple files, and you can give each one a helpful name. Compartmentalizing your program into smaller files gives you a chance to find important bits of code more quickly, and it helps others get a quick overview when they look at your project. Putting your code in multiple files also makes sending the source for an interesting class to a friend easier: you just pack up a couple of files rather than your entire project. In this chapter, we ll discuss strategies and ideas for keeping various bits of your program in separate files.
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